I’d say make the destroyer’s heavy repair drones already like engi attack drones : repair hull or attack if (hull is >50%) or make it swichtable like in the Phoenix drones (switch from pure attack mode to pure repair mode) - that would be fair imho!
2 hours ago, Swifter43021 said:
Since when do dessies kill everything in seconds?
Beside piro, their dps in close range in extremely bad.
Because anybody not stupid will fire at your back, and you can use only one turret here.
On video there is exact moment (0:50), when tackler sneaked up behind me, but he just died without causing any dmg.
18 hours ago, xlMaXlx said:
On video there is exact moment (0:50), when tackler sneaked up behind me, but he just died without causing any dmg.
You should speak to MaxVerzila. He will give you a proper update on this. I have been playing with him for a month, usually as support, that means either a Command or a Healer.
Destroyer can’t survive solo. It needs someone to watch it over. In any case, if you have 2 Thar’Gas, or 2 interceptors of any kind, it’s unlikely that you will survive, at least not alone.
I think that x2,5 damage multiplier is a bit too much. x1,75 should be decent enough.
Like I said, destroyers should have something as well, like guaranteed critical chance or something.
3 hours ago, Koromac said:
In any case, if you have 2 Thar’Gas, or 2 interceptors of any kind, it’s unlikely that you will survive, at least not alone.
Why is this a problem for destroyers? 2 thargas will kill any ship, why do only destroyers need a buff? I think its fair that 2 interceptors can kill a destroyer, that needs some coordination and is a good counter to a class without any other counters.
They do not need a buff. What is need is a tweak of the recent nerf.
They are big hulky targets that can not evade damage, they are slow and their weapons are mediocre (speaking mainly of t3+t4) they are defenseless against special silly kill-in-seconds-attacks.
19 minutes ago, avarshina said:
They do not need a buff. What is need is a tweak of the recent nerf.
Exactly.
New Reaper with great speed
Wait you’re using expert control even with frigates ?
5 hours ago, Swifter43021 said:
Wait you’re using expert control even with frigates ?
Yes.
36 minutes ago, xlMaXlx said:
Yes.
Which one is better in your opinion?
2 hours ago, ORCA1911 said:
Which one is better in your opinion?
Do you fly with <50 ping most of your games?
5 hours ago, ORCA1911 said:
Which one is better in your opinion?
Control mode should provide no advantages, no matter which one you use. So it’s just preference.
Right now, expert mode locks your guns angles in front of your ship. On normal mode, you can shoot 180 degree (backwards, with only 1-2 guns, but w/e).
So expert mode is worse in every single way. But i like my camera to lock on ship. Devs already fixed those angles for Interceptors, other ship will be fixed eventually, to balance out those modes.
While I understand your PoV, I think that expert mode in a guard is a bad idea. Especially with a close range weapon.
7 hours ago, xKostyan said:
Do you fly with <50 ping most of your games?
When im not streaming it’s usually 50-60 but why is that important for a different control type?
4 hours ago, xlMaXlx said:
Control mode should provide no advantages, no matter which one you use. So it’s just preference.
Right now, expert mode locks your guns angles in front of your ship. On normal mode, you can shoot 180 degree (backwards, with only 1-2 guns, but w/e).
So expert mode is worse in every single way. But i like my camera to lock on ship. Devs already fixed those angles for Interceptors, other ship will be fixed eventually, to balance out those modes.
So for stylish fun and front gunning expert mode, for everything else normal mode. I thought i might have missed something since i tried it and it wasn’t how i pictured it to be.
4 hours ago, xlMaXlx said:
…Right now, expert mode locks your guns angles in front of your ship. On normal mode, you can shoot 180 degree (backwards, with only 1-2 guns, but w/e).
So expert mode is worse in every single way. …
If alien ships or interceptors are circling you, in expert mode you can not get them in the cross hairs in a frigate. You must stop and circle counterwise to get them in cross hairs. Or speed out and turn 180° and come back from a little distance. All costs valuable time…
7 hours ago, xlMaXlx said:
So expert mode is worse in every single way.
This is not true, not true at all. There is big difference in how Ship follows the aiming reticle in Basic and Expert mode, how ship turns and changes directions is directly affecting how you dodge incoming fire. In expert mode, since ship is very responsive to any change in aiming reticle position (assuming very low PING, just how you have it), even if the aiming reticle changes around the centre of the screen, your ship effectively dodges more by simply aiming at the enemy, in basic mode it is the opposite, ship starts truly manoeuvre when you displace your aiming reticle to mid-side of the screen, making you have more prolonged “straight flying” patterns, even if you heavily compensate with strafe and rotation displacements, from enemy perspective it does not look as “wobbly” as if you would fly in Expert mode. Problem is Expert mode is next to impossible to use for people that fly with 50+ PING in 90% of their matches, and there are plenty of those that next to never see games with <100 PING, living in 150-200 PINGs, for such people Basic control and expanded firing angles is a god sent, that is what allows them to play the game.
Expert mode promotes this fly style, where you fly backwards+strafe and add in rotation here and there, but there are plenty of people that want to fly similar to how Fed gunships with bubbles fly = you go full rotation, and invest nothing into strafe, where everything relies in extreme close fight with high rotation (again granted you have <100 PING for such gameplay).
Limiting Firing angles of turrets killed that game-play on interceptors, because you can no longer manoeuvre (not strafing manoeuvre, but rotation) and shoot at your target, while limiting angles had zero affect on how strafing flies.
So before developers go ahead and limit angles for all other ships, make sure you try how it is in our world, where we have high ping and it is a basic control mode, oh and try it on something like Interceptor/Fighter that has <140 strafe.
Such change will force every body into strafing builds, meaning eliminating diversity and variety of possibilities in the game play. Even more, it will make everyone who is not flying Expert on agile ships instantly in disadvantage due to the difference in dodging i explained in the start of the post.
This is not a priority change right now, and ofc we will count in multiple factors to make sure that balancing control modes will solve problems, not create new ones.
I can’t agree or disagree with your statement, since i never used basic mode.
I do believe however, that frigates should be dominant at distance, and vulnerable in close range in general - since all those fighters with full rotation have to come close to you to make use of their rotation and guns, while you can land freeshots entire time they trying to shorten the distance.
27 minutes ago, xlMaXlx said:
I do believe however, that frigates should be dominant at distance, and vulnerable in close range in general - since all those fighters with full rotation have to come close to you to make use of their rotation and guns, while you can land freeshots entire time they trying to shorten the distance.
True, but now we have implemented Guards that are all about rush in, into ~1000-1500 ranges, where you would have Curved ammo on Heavy blaster/Destructor, or mass driver without any range implants/horizons.
Thing is that fighters have more weapon to do dmg at mid-long ranges than frigates or just as many, phaser, another phaser, gauss, ions/slowbeams ”)
I agree about angles and how close range fights should be rewarding, but maybe it can be achieved with limiting firing angles by weapon type, to highlight its advantages over different distances
As example Bubbles - 360 degree, Gauss - 180, Assault rails - 270 degs of a sphere
same for interceptors, things like RFB would have full angels, but plasma gun / scatter would be just like it is right now.
3 hours ago, xlMaXlx said:
… - since all those fighters with full rotation have to come close to you to make use of their rotation and guns…
I understand, yet your videos proof that is obviously not a hard thing to do for an agile fighter pilot and an super-agile interceptor pilot: in your videos you dance across the hole battle field and kill everything. Mostly you receive damage from dogfights in close distance. In your video footage there is practically in effect nothing like this:
3 hours ago, xlMaXlx said:
…while you can land freeshots entire time they trying to shorten the distance…
… “free shots” from frigates to interceptors or highly agile fighters - they evade, dodge, tarn, circle, and heal little damage-bruises on the way to their big fat, slow targets. And the video in which you fly the frigate:guard Reaper in gunship mode is further proof, only this time you have enough tank to come close enough and must not rely on agility and swiftness.
Lets us see a video in which you fly support role as a healer or missile shield against your class in interceptors - would be harder to get recorded I guess because you would need fellows to protect you from being easy prey …
P.S.: Having said that, I would like you to understand, that my high ping (mostly) and low fps sets the frame why I am not flying fighters or interceptors (save the limited time to train). I need a vessel that can take damage and forgive imprecise and slowed down reactions and still give me the feeling, that I am responsible for outcome of fights -and op is boring because no challenge. Only the tankier ships with counter measures (even against small ships at close range) would provide that…
P.P.S.: If big ships “should be dominant at distance, and vulnerable in close range in general” they should be able to fight multiple targets and they should have more turrets (for the bigger ships can have enough space and energy for more turrets). Because physics would tell you that the more the distance the lesser the damage (even exponentially lower) the more effective evasive maneuvres and time to react. But frigates only have 4(6) roughly like the fighters and destroyers have their many turrets linked.
3 hours ago, xKostyan said:
…I agree about angles and how close range fights should be rewarding, but maybe it can be achieved with limiting firing angles by weapon type, to highlight its advantages over different distances
As example Bubbles - 360 degree, Gauss - 180, Assault rails - 270 degs of a sphere
same for interceptors, things like RFB would have full angels, but plasma gun / scatter would be just like it is right now.
This would seem non-intuitive. Why should main-gun turrets be artificially limited in angles by type? Ammunition speed, gradiations in range and spread suffice.
The reduced angles of interceptors could be justified by turret rotation speed limits in proportion to high ship maneuverability and fast ship rotation speed.
Big damage rounds fly slower and less often, lasers quickly exhaust energy reserves and have spread, small fast rounds have high spread. We have that but not highly consistent.
P.S.: It’s utopic, but I think of an energy router like in the destroyers for every ship class. Choose and switch if you want to fly fast, or have high damage output, or have shield regeneration … but not everything at the same time (spec modules + passives + actives). If you fly fast you cannot deliver much DPS, if you fly slower you have high DPS, if younheal shields/hull you can neither fly fast nor deal high damage. And if you trigger your Plasma arc, you deplete your energy and can flee only slowly after and not heal your shields quick.